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Question by gaiastellar · Aug 27, 2017 at 01:18 AM · shadersbillboards

getting custom shader to work

hi all, ive been searching the internet for a shader to get a quad or sprite billboard to always face the camera. ive found a couple that people say work. ive pasted the code into a new shader, compliled it, added it to a new material, but they dont seem to do anything?

i dont know if there is something im not doing to implement my own shader - i mean, the texture im using for the test is rendering ok , but it doesnt face the camera, or change direction in any sense at all... im on unity 2017 i found this code on wikibooks... but it doesnt seem to do anything...

 Shader "Cg  shader for billboards" {
    Properties {
       _MainTex ("Texture Image", 2D) = "white" {}
       _ScaleX ("Scale X", Float) = 1.0
       _ScaleY ("Scale Y", Float) = 1.0
    }
    SubShader {
       Pass {   
          CGPROGRAM
  
          #pragma vertex vert  
          #pragma fragment frag
 
          // User-specified uniforms            
          uniform sampler2D _MainTex;        
          uniform float _ScaleX;
          uniform float _ScaleY;
 
          struct vertexInput {
             float4 vertex : POSITION;
             float4 tex : TEXCOORD0;
          };
          struct vertexOutput {
             float4 pos : SV_POSITION;
             float4 tex : TEXCOORD0;
          };
  
          vertexOutput vert(vertexInput input) 
          {
             vertexOutput output;
 
             output.pos = mul(UNITY_MATRIX_P, 
               mul(UNITY_MATRIX_MV, float4(0.0, 0.0, 0.0, 1.0))
               + float4(input.vertex.x, input.vertex.y, 0.0, 0.0)
               * float4(_ScaleX, _ScaleY, 1.0, 1.0));
  
             output.tex = input.tex;
 
             return output;
          }
  
          float4 frag(vertexOutput input) : COLOR
          {
             return tex2D(_MainTex, float2(input.tex.xy));   
          }
  
          ENDCG
       }
    }
 }

thanks everyone. any help please?

paul uk

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